Даты выхода игры

вышла в 1993 г.

Solution [ENG]

Информация актуальна для

INTRODUCTION
This walkthrough gives explicit instructions on playing SIMON THE SORCERER to
a successful conclusion. It does, however, assume you have read the Game
Manual and are familiar with the various methods of controlling your actions.
In directing you from place to another, I either supply instructions relative
to the screen, right, left, up or down, or assume you will use the on-line map
to zap you to the nearest location to your next destination. After you have
visited a place once, I assume you will know how to find that place again.
However, if the directions are not clear, I have provided maps as described in
the following General Hints.
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CONVERSATIONS
Be pleasant, cooperative and always offer to help. When conversing with
potential or definite enemies never back off unless you have completely run
out of options. If the conversation doesn't turn out the way I say, just try
another response until it does.
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TAKING RISKS
Don't be afraid to take risks. Do so. You can't die and you may need to
experience the downside before you can solve the puzzle.
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HINTS
Visit the Wise Owl in the Woods for random hints. He will always tell you
something useful, but it may be for past or future use. Hopefully he will
occasionally tell you something of immediate use.
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SAVING
Quite honestly, you don't need to save at all, except before quitting. You
can't die and the game never crashed on me. (The inventory did become
invisible from time to time though!) Anyway, you may want to replay some
sequences again in a different order. Save as often as feels comfortable. For
instance, I saved frequently during a thunderstorm!
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OPENING SCENES
Watch the credits! Simon is lounging around in his bedroom bored with his
homework. Meanwhile Simon's dog is exploring the attic. Hearing barking from
upstairs Simon climbs up to the attic and opens the chest. The dog jumps out
and Simon discovers a spellbook. Handling the spellbook invokes a spell which
causes a small local rift in the fabric of space and time. The dog walks
through the rift and Simon follows . . .
Simon finds himself in the middle of a Goblin food invocation ceremony. The
dog hides, but Simon loses his spellbook and is put into the Goblin's cooking
pot! Doggie to the rescue! They both escape and arrive at Calypso's cottage.
Calypso, a Grand High Wizard, has left a letter for Simon explaining that he
has been captured by the evil wizard Sordid and has brought Simon here to find
and rescue him.
But first Simon must become a wizard himself so that he can use Calypso's
spellbook . . . where ever it is now!
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CALYPSO'S COTTAGE
Take the magnet from the refrigerator door. Open the desk drawer and take the
scissors.
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TAVERN
Go outside and go right into the village and at the Blacksmith's, up to the
tavern. Open the door and go into the tavern. Look at the fruit machine and
take the matches. Talk to the Nubile Valkyries about Sordid. Use the scissors
to cut off the sleeping dwarf's beard. Go into the room on the right and
converse with the wizards until they agree to tell you how to become a wizard.
They tell you must find and return with a magical staff. The staff is last
known to be in the possession of, the now deceased, Nafflin the Necromancer.
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APOTHECARY
Leave the tavern. Head left past the Shoppe, up to the Dodgy Geezer. Get away
from this guy as quickly as you can. You'll find him useful later on. Go left
to the Apothecary's. Pick up the ladder outside the apothecary's cottage. Go
inside and take the cold remedy and specimen jar.
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WISE OWL
Return to outside the Shoppe and go left into the woods. When you reach the
four way junction, take the first path on the left. Continue along this path
until you see the wise owl. Talk to the owl. Pick up a hint or two. Take the
feather from the left center of the screen.
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WOODWORM
Return to the four way junction and take the first path on the right. Continue
on this path until you see the tree stump. Talk to the woodworm. They will ask
you to find some mahogany for them.
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WITCH'S COTTAGE
Take the path down and continue left to the Witch's Cottage. Turn the handle
of the well and haul up a bucket of water. Take the bucket of water.
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BARBARIAN
Return along the path and then go left to the four way junction. Take the
second path on the right and continue on this path until you meet the
Barbarian. Help the Barbarian and he will give you a whistle.
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TROLL BRIDGE
Return left to the four way junction. Take the lower right path and walk past
the Woodworm tree stump to the Troll Bridge. As soon as the action stops talk
to the troll so that he takes and uses your whistle. The Barbarian comes and
clears the bridge.
OAF
Walk across the Troll Bridge and continue along this path, taking the upper
right path at the junction, until you meet the Oaf. Talk to the Oaf about his
beans. Suggest they need watering. Pour the bucket of water over the beans.
You will leave. Return and pick the beans up out of the puddle.
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BEHIND CALYPSO'S COTTAGE
Return to the village and go to Calypso's cottage. Plant the beans in the
compost behind Calypso's cottage. Pick the water melon.
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SOUSAPHONE
Return to the Troll Bridge and go to the upper left to the sousaphone player.
You will try to escape the noise but you also want that sousaphone! Visit the
sousaphone player again and throw the melon into the sousaphone. The
sousaphone player will hand the instrument over to you for repair.
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PALEONTOLOGIST
Return left to the five way junction, then take the upper right path to the
cordoned off hole. Talk to the paleontologist who is inside the hole. He is
looking for a fossil.
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GOBLIN'S FORTRESS
Continue right along the path to the Center of the Forest. Take the higher
path, that starts on the left, to the Goblin Fortress. Look for the shopping
list under the stone. Take it.
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WOODCUTTER'S COTTAGE
Return to the lower path and continue right to the Woodcutter's Cottage. Talk
to the woodcutter. He is miserable because he can't cut down the magic trees.
He needs a magic axe made from Milrith. He will give you a metal detector.
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SWAMPLING
Return to the Center of the Forest and take the upper right path. Continue
through the cave entrance and on into the swamp. Attempt to open the door of
the Swampling's residence and the Swampling will invite you in. Talk to the
Swampling. Accept the stew. Eat as much Swamp stew as you can. Ugh! Fill the
specimen jar with the stew when you can. Keep eating the stew until the
Swampling has to leave. Leave and continue right to the mountains.
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SLEEPING GIANT
Keep walking right through the mountains until you reach the Sleeping Giant.
(Why have all those people turned to stone?) Disturb the sleeping giant by
playing the sousaphone. This will make him push the tree over so you can walk
across the chasm.
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DRAGON'S CAVE
Continue right to the Dragon's Cave. Visit the dragon. Blackened! Click on
Simon to recover. Go into the cave again. Give the cold remedy to the Dragon.
Go into the cave and take the fire extinguisher. Leave and walk behind the
cave. Pick up the rock with the fossil.
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TALKING TREE
Go right, and right again, at the climbing pins, continue right and talk to
the Talking Tree.
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MOUNTAINS
Return to the Sleeping Giant then go left. Use the metal detector.
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SHOPPE
Return to the village. Open the Shoppe door. Hand over the shopping list to
the shopkeeper.
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BLACKSMITH
Visit the Blacksmith and give him the rock. You will leave with a fossil.
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PALEONTOLOGIST
Return to the Center of the Forest and go left to the Paleontologist. Give the
fossil to the Paleontologist and tell him you found it in the mountains (where
you actually detected the milrith!)
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MOUNTAINS
Return to the Sleeping Giant and go left. Search the dirt and rocks and pick
up the milrith ore.
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BLACKSMITH
Return to the village and visit the Blacksmith. Give the milrith to the
Blacksmith and he will make you an axe head. Pick up the bell clapper from the
bench. Also take the rope and attach it to the magnet.
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WOODCUTTER'S COTTAGE
Return to the Center of the Forest and go right to the Woodcutter's cottage.
Hand the axe head over to the woodcutter and he will leave. Go into his
cottage. Pick up the climbing pin on the left-hand side. Put out the fire in
the fireplace with the fire extinguisher. Move the hook over the fireplace and
you will go down to the basement. Take the mahogany.
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WOODWORM
Go to the Troll Bridge and take the lower left path to the tree stump where
the woodworm reside. Talk to the woodworm. The woodworm become part of your
inventory.
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TOWER
Go to the Cross Roads. Take the lower right path to the tower. Put the bell
clapper in the bell and sound the bell. Climb the long braid of hair. Talk to
the girl behind the screen and kiss her. Well, she did say "when she was a
piglet"! The pig 'Repulser' becomes part of your inventory. Use the woodworm
on the floorboards. Go down through the holes to the basement, using the
ladder on the second hole.
Open the tomb. Could this be Nafflin the Necromancer with the magic staff? You
will be forced to leave, but you can now return here through the ground floor
doorway. Go in and go back down to the tomb, open it again. Do not look at the
mummy but pick up the stringy bandage at his back. The mummy will unwind and
be destroyed. Take the staff.
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GOLUM
Return to the Cross Roads and take the path up, on the right, to the
waterfall. Climb down the vines at the lower left of the screen. Talk to the
Golum. He will tell you he needs food for a party. Give the Swamp stew to the
Golum fisherman. You will sit down to fish and eventually find the ring of
invisibility.
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BEEHIVE COTTAGE
Return to the village. Go to the path outside the Apothecary and go left to
the Beehive Cottage. Have Repulser, the pig, eat the Chocolate truffle door.
Go into the cottage. Take the smokebox and beekeeper's hat. Go outside. Use
the smokebox on the beehive. Pick up the wax.
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TAVERN
Go to the tavern and ask the barman to fix you a drink. While he is
preoccupied put the wax on the nozzle of the barrel behind the bar. The barman
will think this barrel is empty and leave it for you outside. He will also
give you a free beer voucher.
Pick up the barrel of beer when you leave.
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DWARVES MINE
Return to the Center of the Forest. Look at the rock at the mine entrance.
Pick it up and look at the rock again. It says "beer". This is the password to
get into the mine. Put on the beard. Go into the mine. Try to go to the left.
Bribe the guard with the barrel of beer. Return up the steps and go to the
left. Talk to the dwarves. Find out how to get into the treasury (through the
golden door on the upper left). Take the hook. Return to the steps to the
right and go down to the beer room. Use the feather on the sleeping guard to
make him turn over. Take the key.
Return to the treasury door and open it with the key. Talk to the dwarf. Bribe
him with the beer voucher. He will give you a gem.
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DODGY GEEZER
Return to the village and visit the Dodgy Geezer. Drive a hard bargain and
sell the gem to him for 20 gold coins.
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SHOPPE
Return to the Shoppe. Buy the hammer and white spirit. Leave. Outside the
shop, open the box and get in.
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GOBLIN'S FORTRESS
Open the box you are hiding in. Look at the boxes. Pick up the spellbook. Look
at the spellbook and you will find a loose piece of paper. Pick up the rat
bone. Put the piece of paper under the door. Use the rat bone on the lock.
Pick up the piece of paper. Use the key to unlock the door. Open the door and
leave.
Pick up the bucket and go down the stairs. Talk to the Druid. Remove the ring.
Talk to the Druid again until he tells you he needs to see a full moon. Put
the bucket over the druids head. Pick up the mints. Pick up the flaming brand
and hold it over the Druid's head. The Druid escapes as a frog.
When you hear Goblin guards approaching, open the iron maiden and hide in it.
The frog will return with a hacksaw. Open the iron maiden. Take the hacksaw
and use it on the bars. Leave.
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DRAGON'S CAVE
Return to the Dragon's Cave and use the hook to climb up to the boulder above
the cave entrance. Use the rope and magnet on the hole (this is the skylight
in the Dragon's Cave) and you will collect some gold coins. Repeat this three
times until the magnet comes up empty.
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TALKING TREE
Climb down and return to the Talking Tree. Clean up the pink splotch with the
white spirit. Talk to the tree. The tree will tell you four magic words.
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TAVERN
Return to the village. Visit the wizards in the tavern. Talk to them. Hand
over the staff and pay the fee to become a wizard. Ask the wizards about
Sordid.
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APOTHECARY
Visit the Apothecary. The Druid is at home and he wants you to find him some
Frogsbane.
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SKULL ISLAND
Go to the Center of the Forest. Return to the Swampling's hut. (Thank goodness
the Swampling's not back yet!) Move the box and open the trap door. Go through
the trap door and walk along the planks. Fix the loose plank with the hammer
and nail. Continue right to Skull Island. Pick the Frogsbane.
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APOTHECARY
Return to the village and visit the Apothecary. Hand over the Frogsbane and
you will receive a mysterious potion labeled "Drink Me".
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WITCH'S COTTAGE
Go to the witch's cottage. Open the door and go in. Try to take her broom. You
will get chucked out but enter the cottage again. The witch will offer to play
a game with you. Accept.
Use the magic word "Sausages" repeatedly until you win the game. You may not
win the first game, but keep returning to the cottage and playing the game
until you do. The witch will then cheat and become a dragon. Escape by saying
"Abracadabra" and becoming a mouse. Run away through the mouse-hole near the
rocking chair. You now have the broom.
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CLIMBING PINS
Return to the Dragon's Cave and go to the climbing pins. There is one missing
but you have one in your inventory. Put the spare climbing pin in the hole.
Walk across the climbing pins.
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SNOWMAN
Eat the mints and the snowman will melt.
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SORDID'S TOWER
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OUTSIDE
Continue right to Sordid's Tower. Use the witch's broom to get across the
chasm. Consume the "Drink Me" potion. You will walk through a crack in the
door. Your dog will grab you and put you in the garden.
Pick up the leaf. Pick up the stone. Look in the bucket and take the
matchstick. Go left to the puddle. Pick up the lily-pad. Put the matchstick on
the lily-pad and the leaf on the match to make a sailing boat. Sail over to
the seeds. Take a seed. Return to shore. Crush the seed with the stone. Attach
the dog hair to the tap. Use the seed oil on the tap and turn on the water by
pulling the dog hair.
Use your makeshift sailing boat to get to the other side of the puddle. On
leaving the boat you are nearly swallowed by a frog! Look at the water and
pick up the tadpole. Threaten the frog and that you will harm the tadpole
unless the frog gets out of your way. When the frog leaves look at the
mushrooms. Pick the mushroom labeled "Eat Me" and eat it.
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GROUND-FLOOR AND BASEMENT
Open the door and go inside. Terrified, you run outside. Pick up the branch.
Go inside again and put the branch in the snapping chest's mouth. Pick up the
shield and the spear.
Go downstairs to the torture chamber. Pick up the chest. Move the lever to
open the press. Put the chest on the block and move the lever so the chest is
crushed. Move the lever again to raise the press. Pick up the candles. Use the
spear to fetch down the skull hanging from the ceiling on the left. Pick up
the skull.
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BEDROOM AND LABORATORY
Go upstairs, then upstairs again, to the bedroom. Pick up the sock, the pouch
and the magic wand. Pick up and read the book. Now you know what to do with
Sordid's wand. Talk to the mirror. Put the sock in the pouch. Put the pouch in
the mouse-hole at the foot of the stairs. You will catch the mouse.
Go upstairs and talk to the demons. Keep talking until they tell you they want
to return to the pit. Pick up the book and read it. You now know how to return
these demons to their home. Talk to the demons some more and find out more
information if you can. Pick up the chemical, the magical metal polish, and
use it to polish the shield. Place the shield on the hook.
Go downstairs to the bedroom. Talk to the mirror and ask to see the lab. You
will hear the demon's true names.
Go upstairs and keep talking to the demons until they give you the chalk so
you can start the ritual to send them back. When you have completed the
ritual, get into the teleporter, select the Fiery Pits of Rondor as your
destination.
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THE FIERY PITS OF RONDOR
Pick up the sapling and the pebble. Talk to the attendant. He will give you
some brochures. Look at the brochures and then use the elastic band on the
sapling. Use the catapult on the fire alarm. Pick up the souvenir matches from
the counter.
Go right, across the bridge and pick up the floor wax. Go right to Sordid. Use
the wand on Sordid to turn him to stone. Now light the pits with the matches.
Throw the wand into the lava. Uh-oh! Sordid tries to kill you. Return to the
lava pits and deal with Sordid. How? Use the floor wax so that he loses his
footing . . . and falls into the lava!
Congratulations! Enjoy the closing sequences!
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This walkthrough is copyright (c) 1995 by Diana Griffiths. All rights
reserved.